In this phase, [[Rayman]] must slide across slippery hills of whipped cream while riding a [[frying pan]], making sure to avoid gaps and sweet lakes.

In this phase, [[Rayman]] must slide across slippery hills of whipped cream while riding a [[frying pan]], making sure to avoid gaps and sweet lakes.

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In the DSiWare version the frying pan doesn't have an acceleration, meaning it constantly moves in the same speed no matter if the player is moving uphill or downhill.

[[Image:MapCAK1-1PC.jpg|700px|PC version]]

[[Image:MapCAK1-1PC.jpg|700px|PC version]]

Revision as of 10:18, 8 November 2016

Mr Dark's Dare (French: Le Défi de Mr Dark – The Challenge of Mr Dark) is the first and only level of Candy Château, the sixth and final world of the original Rayman game. The first time it is played, it consists of four parts. After that, it consists of zero; selecting the level from the world map after completing it will show the player the happy-ending screen, before going straight to the credits. However, in the DSiWare version the first 3 parts of the level are playable even after playing through the level once, possibly due to the fact that the credits are part of the pause menu in this version. In the Atari Jaguar version, it is known as Mr Dark's Château.

Part 1

In this phase, Rayman must slide across slippery hills of whipped cream while riding a frying pan, making sure to avoid gaps and sweet lakes.
In the DSiWare version the frying pan doesn't have an acceleration, meaning it constantly moves in the same speed no matter if the player is moving uphill or downhill.

Part 1 (Jaguar)

In the Atari Jaguar version, this level's layout is completely different. Instead of riding on the frying pan, Rayman has to follow some Tings that form arrows, most of which lead to dead ends but make mostly clouds appear. He will often have to punch Swiss knives to get past them unhurt, and duck under corkscrews while riding these clouds.

Part 2

In this level, Mr Dark casts a spell on Rayman and summons Bad Rayman, his evil clone, who copies every single move he makes. He then has to reach the exit sign without touching him. There is a method from preventing Mr Dark from summoning Bad Rayman. In the PC and PlayStation version, the method is that Rayman must jump over the gendoor at the start (shown as the Magician). This can be done by Rayman staring right at the back of the map (without going right at all when he spawns). Then Rayman must start his running abilty then jump and helicopter straight away. This method can fail sometimes and may need some pratice on. In the Game Boy Advance version of Rayman, the gendoor is visible and is noted by a very small ting. The method is the same, but it is much more easy to jump over.

Part 2 (Jaguar)

Rayman can cross the sweet lakes by jumping on the tiny floating bits of icing

Again, this level is completely different in the Jaguar version, and as such, Bad Rayman does not appear at all. Instead Rayman can walk around without the fear of being stalked by a deadly spell, but there are still many dangers that lurk in the area. As the following part is omitted in this version, it is at the end of this level that Mr Dark casts a spell which steals Rayman's telescopic fist.

Part 3

Mr Dark then casts several spells on Rayman. The first one reverses his controls, id est he will be walking left if the player wants to go right. Several clowns stand in his way to bring even more confusion. At a certain point, the spell will break, and Mr Dark will cast a new one, which forces Rayman to run until this wears off, without the possibility of using his helicopter hair. At the very end of the level, he will cast a last spell, which steals Rayman's telescopic fist.